3,586 research outputs found

    Towards a comprehensive framework to analyse edutainment applications

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    By following action research principles this study develops a comprehensive framework that enables more systematical data collection on the design and impact of edutainment applications, in particular serious games and gamification, from learning and learner’s points of view. Schell’s original game design framework including aesthetics, story, mechanics and technology dimensions was enhanced with pedagogy and player dimensions. Moreover, these abstract dimensions were decomposed into individual functional elements on the basis of prior findings in literature. The enhanced framework was tested with four serious games. The framework helped to gain deeper insight in design choices being made and reveals subtle differences between game designs. There is, however, room for improvement. Some elements seem to be partly overlapping; others do not seem to differentiate much across different games. More research is needed to fine-tune and operationalize the framework elements

    Endogenous fantasy and learning in digital games.

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    Many people believe that educational games are effective because they motivate children to actively engage in a learning activity as part of playing the game. However, seminal work by Malone (1981), exploring the motivational aspects of digital games, concluded that the educational effectiveness of a digital game depends on the way in which learning content is integrated into the fantasy context of the game. In particular, he claimed that content which is intrinsically related to the fantasy will produce better learning than that which is merely extrinsically related. However, this distinction between intrinsic and extrinsic (or endogenous and exogenous) fantasy is a concept that has developed a confused standing over the following years. This paper will address this confusion by providing a review and critique of the empirical and theoretical foundations of endogenous fantasy, and its relevance to creating educational digital games. Substantial concerns are raised about the empirical basis of this work and a theoretical critique of endogenous fantasy is offered, concluding that endogenous fantasy is a misnomer, in so far as the "integral and continuing relationship" of fantasy cannot be justified as a critical means of improving the effectiveness of educational digital games. An alternative perspective on the intrinsic integration of learning content is described, incorporating game mechanics, flow and representations

    Virtual and Augmented Reality in Finance: State Visibility of Events and Risk

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    International audienceThe recent financial crisis and its aftermath motivate our re-thinking of the role of Information and Communication Technologies (ICT) as a driver for change in global finance and a critical factor for success and sustainability. We attribute the recent financial crisis that hit the global market, causing a drastic economic slowdown and recession, to a lack of state visibility of risk, inadequate response to events, and a slow dynamic system adaptation to events. There is evidence that ICT is not yet appropriately developed to create business value and business intelligence capable of counteracting devastating events. The aim of this chapter is to assess the potential of Virtual Reality and Augmented Reality (VR / AR) technologies in supporting the dynamics of global financial systems and in addressing the grand challenges posed by unexpected events and crises. We overview, firstly, in this chapter traditional AR/VR uses. Secondly, we describe early attempts to use 3D/ VR / AR technologies in Finance. Thirdly, we consider the case study of mediating the visibility of the financial state and we explore the various dimensions of the problem. Fourthly, we assess the potential of AR / VR technologies in raising the perception of the financial state (including financial risk). We conclude the chapter with a summary and a research agenda to develop technologies capable of increasing the perception of the financial state and risk and counteracting devastating events

    Design for Child-Robot Play The implications of Design Research within the field of Human-Robot Interaction studies for Children

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    This thesis investigates the intersections of three disciplines, that are Design Research, Human-Robot Interaction studies, and Child Studies. In particular, this doctoral research is focused on two research questions, namely, what is (or might be) the role of design research in HRI? And, how to design acceptable and desirable child-robot play applications? The first chapter introduces an overview of the mutual interest between robotics and design that is at the basis of the research. On the one hand, the interest of design toward robotics is documented through some exemplary projects from artists and designers that speculate on the human-robot coexistence condition. Vice versa, the robotics interest toward design is documented by referring to some tracks of robotic conferences, scienti c workshops and robotics journals which focused on the design-robotics relationship. Finally, a brief description of the background conditions that characterized this doctoral research are introduced, such as the fact of being a research founded by a company. The second chapter provides an overview of the state of the art of the intersections between three multidisciplinary disciplines. First, a de nition of Design Research is provided, together with its main trends and open issues. Then, the review focuses on the contribution of Design Research to the HRI eld, which can be summed up in actions focused on three aspects: artefacts, stakeholders, and contexts. This is followed by a focus on the role of Design Research within the context of children studies, in which it is possible to identify two main design-child relationships: design as a method for developing children’s learning experiences; and children as part of the design process for developing novel interactive systems. The third chapter introduces the Research through Design (RtD) approach and its relevance in conducting design research in HRI. The proposed methodology, based on this approach, is particularly characterized by the presence of design explorations as study methods. These, in turn, are developed through a common project’s methodology, also reported in this chapter. The fourth chapter is dedicated to the analysis of the scenario in which the child-robot interaction takes place. This was aimed at understanding what is edutainment robotics for children, its common features, how it relates to existing children play types, and where the interaction takes place. The chapter provides also a focus on the relationship between children and technology on a more general level, through which two themes and relative design opportunities were identi ed: physically active play and objects-to-think-with. These were respectively addressed in the two design explorations presented in this thesis: Phygital Play and Shybo. The Phygital Play project consists of an exploration of natural interaction modalities with robots, through mixed-reality, for fostering children’s active behaviours. To this end, a game platform was developed for allowing children to play with or against a robot, through body movement. Shybo, instead, is a low-anthropomorphic robot for playful learning activities with children that can be carried out in educational contexts. The robot, which reacts to properties of the physical environment, is designed to support different kinds of experiences. Then, the chapter eight is dedicated to the research outcomes, that were de ned through a process of reflection. The contribution of the research was analysed and documented by focusing on three main levels, namely: artefact, knowledge and theory. The artefact level corresponds to the situated implementations developed through the projects. The knowledge level consists of a set of actionable principles, emerged from the results and lessons learned from the projects. At the theory level, a theoretical framework was proposed with the aim of informing the future design of child- robot play applications. Thelastchapterprovidesa naloverviewofthe doctoral research, a series of limitations regarding the research, its process and its outcomes, and some indications for future research

    2.0 Society Convergences: Coexistence, Otherness, Communication and Edutainment

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    The research finds justification given the incidence and magnitude they currently have in the human social sphere in the framework of the so-called Society 2.0. Derived from this framework, this approach must specially consider education as a vital social process. The same happens with information and communication technologies since they are frequently and increasingly used as mediation in educational contexts and because of their undeniable mediation in human interactions. Consequently, one of the most relevant questions tackled in this research refers to the disciplines required to provide a sufficiently broad theoretical and conceptual background for the scientific basis of the convergence between communication, edutainment, coexistence and otherness to effectively transform the last two concepts into measurable variables. The paper results from the content and a systemic analysis using ATLAS.ti software of published scientific documents for the last two decades about the phenomena of coexistence and otherness. As a main result, the researchers present a taxonomy that includes dimensions and indicators that enable the conversion of both constructs into measurable variables. Thus, a convergence to address the scientific study of coexistence and otherness from communication and edutainment emerged. The review also provides a theoretical basis for designing intervention models aimed at promoting coexistence. Edutainment is also incorporated as a novel tool to promote pro-social attitude

    Gamification techniques for raising cyber security awareness

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    Due to the prevalence of online services in modern society, such as internet banking and social media, it is important for users to have an understanding of basic security measures in order to keep themselves safe online. However, users often do not know how to make their online interactions secure, which demonstrates an educational need in this area. Gamification has grown in popularity in recent years and has been used to teach people about a range of subjects. This paper presents an exploratory study investigating the use of gamification techniques to educate average users about password security, with the aim of raising overall security awareness. To explore the impact of such techniques, a role-playing quiz application (RPG) was developed for the Android platform to educate users about password security. Results gained from the work highlightedthat users enjoyed learning via the use of the password application, and felt they benefitted from the inclusion of gamification techniques. Future work seeks to expand the prototype into a full solution, covering a range of security awareness issues

    Education vs. Entertainment: A Cultural History of Children's Software

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning This chapter draws on ethnographic material to consider the cultural politics and recent history of children's software and reflects on how this past can inform our current efforts to mobilize games for learning. The analysis uses a concept of genre as a way of making linkages across the distributed but interconnected circuit of everyday play, software content, and industry context. Organized through three genres in children's software -- academic, entertainment, and construction -- the body of the chapter describes how these genres play out within a production and advertising context, in the design of particular software titles, and at sites of play in after-school computer centers where the fieldwork was conducted

    A Phenomenological Examination of Virtual Game Developers\u27 Experiences Using Jacob\u27s Ladder Pre-Production Design Tactic

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    Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob\u27s Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members experience and perceive their collaborative work while designing a virtual game using such tactics. This phenomenological study examined the experiences of agile software team members using Jacob\u27s Ladder pre-production design as an interdisciplinary collaboration tool while designing a virtual learning game. Seven design team members (3 educators and 4 engineers) participated in semi-structured interviews and transcripts were analyzed via an inductive coding process that led to the development of key themes. Findings indicated that using Jacob\u27s Ladder design tactic influenced the experience of the team by keeping the team focused on common goals and learner needs, organizing the team work, supporting interdisciplinary collaboration, and promoting shared understandings of the software platform limitations. Individuals played various roles, appreciated diverse views, recognized prior experience and idea sharing, and felt the design tactic supported flexibility for interdisciplinary collaboration. By linking integration strategies to interdisciplinary collaboration, findings from this study may be used by organizational leaders to consider best practices in team building for virtual learning game design, which will further support the development of effective games and growth of the edutainment industry

    Tsunami Evacuation Drill System Using Smart Glasses

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    Evacuation drills are commonly conducted as traditional disaster education to reduce damages from natural disasters. However participants are not always interested in or committed to such drills. To improve this situation, we focused on Edutainment and proposed game-based evacuation drill (GBED) using the Real-World Edutainment (RWE) program. There are two types of GBED systems, i.e. the Tablet-based GBED (T-GBED) and the AR and HMD-based GBED (AH-GBED). We conducted GBED at several schools and determined that it can improve student motivation for disaster prevention. Subduction-zone earthquakes frequently generate tsunamis and can cause catastrophic damage especially to coastal areas. Thus people in coastal areas must move very quickly to evacuation sites when a massive earthquake occurs. Both GBED systems cannot be used directly for tsunami evacuation drills because the participants will not want to sprint while holding a tablet or wearing a HMD and have time to stop to view the digital materials. In this study, we propose a tsunami evacuation drill (TED) and have developed a TED system. The TED system uses smart glasses (a lightweight optical see-through HMD) which allows participants to view digital materials while moving quickly
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